(((   Designer's Concept   )))

The Aruri started out in a short story that I wrote during one of the most productive writing periods that I have had. A Shadow's Tale got very good reviews on the Ineternet and earned me a small fan base. It was my first success since, as a writer, I created the Timeaters. As a writer, I created a large amount of background that I could not use in the stories. There was just so much material that I had to create a race for VGAP 4.0 based on the Aruri.

What you get from the Aruri is a non-coporeal race that is cold and efficient. The whole race is regimented and disciplined. Rather than use a standard system of government, I worked out another of my decentralized republic ideas into the practical theocracy. A great deal of work went into the background that I have expanded into this race proposal.

You will notice that I am now working entirely with ship designs that I created for Crayon World. My ability to use povray has improved. That is not to say that I have become anything resembling an expert. It means that I now have designs that I can be happier with than the ones that I created for the Networkers. Feel free to look around Crayon World for any designs that you may need to create your own race.

With the Aruri, you should fight a non-conventional war. The Aruri race is not defensive, like the Networkers. Although their warp drive units are weak, they use every form of non-warp travel. When they arrive on new worlds, they can pick off troublemakers with absolute precision. You will not find better assassins anywhere in the universe, much less the game.

As ascendants, the Aruri avoid outsiders. They stay in hiding and will scare off aliens when not conducting business with them. Natives see the Aruri as ghosts and will have nothing to do with them. This avoidance can make colonists and natives uneasy. Aruri operatives do their jobs and then they go home.




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